Elephant

Will Huston's page

Pathfinder Adventure Path Subscriber. ***** Venture-Agent, Nebraska—Lincoln 77 posts (2,896 including aliases). 6 reviews. No lists. No wishlists. 47 Organized Play characters. 7 aliases.



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This was the most fun I've had in SFS in a long time

5/5

I'm honestly not sure how much of this was on the page, and how much of it was from what we the players brought to it, but the setup of this is so good, and it just invited so much roleplay, that I really think this is one of the best organized play scenarios I've seen.

I was not the GM, and from what I could see, it was a beast to prepare, and our GM didn't feel like they had the best handle on it. It did run long and we ended up skipping a combat because we were having so much fun with the roleplay/skill sections. I would suggest that SFS officers plan on giving this more time than usual.


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Well Put Together, but a few concerns

4/5

There's not any glaring problems with the scenario. Its a pretty decent small little dungeon crawl and the author did a good job of putting atmospheric touches to make the necromantic dungeon seem creepy. My players at the end of scenario definitely seemed to accept that they didn't want to search farther into the dungeon that was outside the bounds of the scenario.

My one concern is that is possible that there wasn't much challenge to it? We played it in high tier, with one player playing out of tier, and none of the combats seemed to really ruffle their feathers. Its possible that was just party make-up. Almost all the monsters resisted 2/3 of the types of physical damage, but it was the same type of damage for all of them, and the party I ran it for, all 4 could do quite a bit of that type of damage. Even if they didn't resist damage, only 1 opponent had a high AC for their level, and the rest had low-to-moderate ACs, so there were a lot of crits. Most of the skill checks seemed 1 or 2 points too low to feel like a challenge.


Solid

4/5

I GM'd this for a table of 5 completely brand new players; no one there had any experience with any RPGs. (I also GM'd it for a table of relatively experienced Pathfinder 2 players. They had a fine time) New players had a lot of fun, but there's one point in the rules of the bounty that seemed off. There's a point where the player can make a crafting check IF they're trained in medicine or nature. (Or if two characters have the two skills, they can work together) That type of check doesn't seem to appear in Pathfinder 2 in any other adventures, and it seemed a little too complicated for something that's aimed at brand new players.


Fun for the whole family

5/5

I GM'd this for, I think, the ideal case for bounties. My players were my sister, my brother-in-law, my mother and my father while we were having a Christmas get together. Everyone but my father was brand new to Pathfinder, and were almost entirely new to roleplaying games and they were pretty hesitant about playing. They all played level 1 pregens.

This scenario changed their minds. I don't know if they're dedicated Pathfinder fans now, but they came away happy. One thing that I ended up changing was that I gave them a little more denouement after the big fight, mainly because when they critically succeeded on bringing up the chests, I said they note one of the chests had already been looted and they really wanted to find where that loot went. I ended up adlibbing some survival checks to find the grindylow's cache of baubles.

Its pretty high praise that the bounty left a pretty skeptical group wanting more adventure when we got through it.


Might be the best written scenario I've seen

5/5

Finished GMing this one a few hours ago. Ran long, but since we were on Roll20, I think that's to be expected. All my players kept saying that they wanted their characters to move to Bhopan when they retired.

One thing that I regret is for the Grand Dance, I should have made a hand out that explained their options the obstacles and just placed it on the tabletop (virtual table top in this case). I'd highly advise any GM to do so if they are running it, just because I got tired of explaining the obstacles and their associated skills.

End Boss had great, cinematic, abilities. Its really a trap to give him two reaction abilities. I'll tell fellow GMs, save his reaction for the cool one.

Can't wait to GM pt 2, seems like it'll be great too.


We had a lot of fun

5/5

The skill checks in this are no joke, and my players got lucky several times where they passed by the skin of their teeth, or that they randomly did have a point in a skill (like a monk who had a point in perform (comedy) because he was based on Jackie Chan). But, there's well written consequences on failing skill checks.

As a GM, you should inform the players ahead of time that this scenario is really encouraged for characters who are lawful good, or at least within one step of lawful good. I imagine it'd go a lot worse for a group of all CN fighters.

As for the scenario itself, its well written and its clear that the author thought of a lot of the common ways that a group might handle something and then gave guidelines on how a GM should handle it. That's something that a lot of adventure writers could get better at.